mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-22 20:13:02 +00:00
303 lines
9.6 KiB
C#
303 lines
9.6 KiB
C#
using UnityEngine;
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using Mirror;
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using SanAndreasUnity.Utilities;
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using System.Collections.Generic;
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namespace SanAndreasUnity.Net
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{
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public class TransformSyncer
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{
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public enum ClientUpdateType
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{
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ConstantVelocity,
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Lerp,
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Slerp,
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}
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[System.Serializable]
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public struct Parameters
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{
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public bool useSmoothDeltaTime;
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public ClientUpdateType clientUpdateType;
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public float constantVelocityMultiplier;
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public float lerpFactor;
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public bool useRigidBody;
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public static Parameters Default => new Parameters
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{
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useSmoothDeltaTime = true,
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clientUpdateType = ClientUpdateType.ConstantVelocity,
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constantVelocityMultiplier = 1f,
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lerpFactor = 30f,
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useRigidBody = true,
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};
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}
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private Parameters m_parameters = Parameters.Default;
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private SyncData m_currentSyncData = new SyncData { Rotation = Quaternion.identity };
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public SyncData CurrentSyncData => m_currentSyncData;
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// we will switch to this sync data when we reach the current sync data
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private SyncData? m_nextSyncData = null;
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private readonly Transform m_transform;
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public Transform Transform => m_transform;
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private readonly Rigidbody m_rigidbody;
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public struct SyncData
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{
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// sync data (as reported by server) toward which we move the transform
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public Vector3 Position;
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public Quaternion Rotation;
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// these are the velocities used to move the object, calculated when new server data arrives
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public float CalculatedVelocityMagnitude;
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public float CalculatedAngularVelocityMagnitude;
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}
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private readonly bool m_hasTransform = false;
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private readonly bool m_hasRigidBody = false;
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private readonly NetworkBehaviour m_networkBehaviour;
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public TransformSyncer(Transform tr, Parameters parameters, NetworkBehaviour networkBehaviour)
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{
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m_transform = tr;
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m_rigidbody = tr != null ? tr.GetComponent<Rigidbody>() : null;
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m_parameters = parameters;
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m_networkBehaviour = networkBehaviour;
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m_hasTransform = tr != null;
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m_hasRigidBody = m_rigidbody != null;
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}
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public void OnStartClient()
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{
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if (NetUtils.IsServer)
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return;
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// apply initial sync data
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// first sync should've been done before calling this function, so the data is available
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this.WarpToLatestSyncData();
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}
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public bool OnSerialize(NetworkWriter writer, bool initialState)
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{
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byte flags = 0;
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writer.Write(flags);
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writer.Write(this.GetPosition());
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writer.Write(this.GetRotation().eulerAngles);
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return true;
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}
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public void OnDeserialize(NetworkReader reader, bool initialState)
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{
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byte flags = reader.ReadByte();
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var syncData = new SyncData();
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syncData.Position = reader.ReadVector3();// + syncData.velocity * this.syncInterval;
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syncData.Rotation = Quaternion.Euler(reader.ReadVector3());
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if (initialState)
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{
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syncData.CalculatedVelocityMagnitude = float.PositiveInfinity;
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syncData.CalculatedAngularVelocityMagnitude = float.PositiveInfinity;
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m_currentSyncData = syncData;
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}
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else
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{
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syncData.CalculatedVelocityMagnitude = (syncData.Position - m_currentSyncData.Position).magnitude / m_networkBehaviour.syncInterval;
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syncData.CalculatedAngularVelocityMagnitude = Quaternion.Angle(syncData.Rotation, m_currentSyncData.Rotation) / m_networkBehaviour.syncInterval;
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m_nextSyncData = syncData;
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}
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}
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public void Update()
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{
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if (!m_hasTransform)
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return;
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if (NetUtils.IsServer)
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{
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m_networkBehaviour.SetSyncVarDirtyBit(1);
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}
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else
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{
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this.CheckIfArrivedToNextSyncData();
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switch (m_parameters.clientUpdateType)
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{
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case ClientUpdateType.ConstantVelocity:
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this.UpdateClientUsingConstantVelocity();
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break;
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case ClientUpdateType.Lerp:
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this.UpdateClientUsingLerp();
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break;
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case ClientUpdateType.Slerp:
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this.UpdateClientUsingSphericalLerp();
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break;
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default:
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break;
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}
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this.CheckIfArrivedToNextSyncData();
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}
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}
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private void UpdateClientUsingConstantVelocity()
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{
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this.SetPosition(Vector3.MoveTowards(
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this.GetPosition(),
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m_currentSyncData.Position,
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m_currentSyncData.CalculatedVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier));
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this.SetRotation(Quaternion.RotateTowards(
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this.GetRotation(),
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m_currentSyncData.Rotation,
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m_currentSyncData.CalculatedAngularVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier));
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}
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private void UpdateClientUsingLerp()
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{
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this.SetPosition(Vector3.Lerp(
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this.GetPosition(),
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m_currentSyncData.Position,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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this.SetRotation(Quaternion.Lerp(
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this.GetRotation(),
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m_currentSyncData.Rotation,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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}
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private void UpdateClientUsingSphericalLerp()
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{
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this.SetPosition(Vector3.Slerp(
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this.GetPosition(),
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m_currentSyncData.Position,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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this.SetRotation(Quaternion.Slerp(
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this.GetRotation(),
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m_currentSyncData.Rotation,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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}
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private float GetDeltaTime()
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{
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return m_parameters.useSmoothDeltaTime ? Time.smoothDeltaTime : Time.deltaTime;
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}
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public void OnValidate(Parameters parameters)
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{
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m_parameters = parameters;
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}
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public void ResetSyncInfoToTransform()
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{
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if (m_hasTransform)
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{
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m_currentSyncData.Position = this.GetPosition();
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m_currentSyncData.Rotation = this.GetRotation();
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}
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m_currentSyncData.CalculatedVelocityMagnitude = float.PositiveInfinity;
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m_currentSyncData.CalculatedAngularVelocityMagnitude = float.PositiveInfinity;
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m_nextSyncData = null;
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}
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public void WarpToLatestSyncData()
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{
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var syncData = m_nextSyncData ?? m_currentSyncData;
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this.SetPosition(syncData.Position);
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this.SetRotation(syncData.Rotation);
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// also assign position/rotation directly to transform, because rigid body may not warp
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if (m_hasTransform)
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{
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m_transform.localPosition = syncData.Position;
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m_transform.localRotation = syncData.Rotation;
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}
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m_currentSyncData = syncData;
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m_nextSyncData = null;
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}
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private void SetPosition()
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{
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this.SetPosition(m_currentSyncData.Position);
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}
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private void SetPosition(Vector3 pos)
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{
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if (m_parameters.useRigidBody && m_hasRigidBody)
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m_rigidbody.MovePosition(pos);
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else if (m_hasTransform)
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m_transform.localPosition = pos;
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}
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private void SetRotation()
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{
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this.SetRotation(m_currentSyncData.Rotation);
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}
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private void SetRotation(Quaternion rot)
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{
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if (m_parameters.useRigidBody && m_hasRigidBody)
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m_rigidbody.MoveRotation(rot);
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else if (m_hasTransform)
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m_transform.localRotation = rot;
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}
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private Vector3 GetPosition()
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{
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if (m_parameters.useRigidBody && m_hasRigidBody)
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return m_rigidbody.position;
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if (m_hasTransform)
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return m_transform.localPosition;
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return m_currentSyncData.Position;
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}
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private Quaternion GetRotation()
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{
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if (m_parameters.useRigidBody && m_hasRigidBody)
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return m_rigidbody.rotation;
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if (m_hasTransform)
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return m_transform.localRotation;
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return m_currentSyncData.Rotation;
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}
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private bool ArrivedToCurrentSyncData()
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{
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return Vector3.Distance(m_currentSyncData.Position, this.GetPosition()) < 0.01f
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&& Quaternion.Angle(m_currentSyncData.Rotation, this.GetRotation()) < 1f;
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}
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private void CheckIfArrivedToNextSyncData()
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{
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if (m_nextSyncData.HasValue && this.ArrivedToCurrentSyncData())
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{
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this.SetPosition();
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this.SetRotation();
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m_currentSyncData = m_nextSyncData.Value;
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m_nextSyncData = null;
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}
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}
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}
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}
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